DIGITAL GAME DESIGN | |||||
Bachelor | TR-NQF-HE: Level 6 | QF-EHEA: First Cycle | EQF-LLL: Level 6 |
Course Code | Course Name | Semester | Theoretical | Practical | Credit | ECTS |
GEP0422 | Georgian II | Fall | 3 | 0 | 3 | 5 |
This catalog is for information purposes. Course status is determined by the relevant department at the beginning of semester. |
Language of instruction: | English |
Type of course: | GE-Elective |
Course Level: | Bachelor’s Degree (First Cycle) |
Mode of Delivery: | Face to face |
Course Coordinator : | Dr. BURCU ALARSLAN ULUDAŞ |
Recommended Optional Program Components: | None |
Course Objectives: | Introduction to the Georgian alphabet and basic grammar. Can understand and use familiar everyday expressions and very basic phrases aimed at the satisfaction of needs of a concrete type. Can introduce him/herself and others and can ask and answer questions about personal details such as where he/she lives, people he/she knows and things he/she has. Can interact in a simple way provided the other person talks slowly and clearly and is prepared to help. |
The students who have succeeded in this course; The students who succeeded in this course; Listening: S/he will be able to comprehend familiar words and phrases about areas of immediate personal relevance. Reading: S/he will be able to understand short, simple texts. S/he will be able to find specific, predictable information in reading samples of different kind (menus, timetables, ads, etc.) Spoken Interaction: S/he will be able to communicate in a simple talking about routine tasks requiring a direct and simple exchange of information on familiar topics and activities. Spoken Production: S/he will be able to use simple phases and sentences to provide descriptions of the immediate surrounding and information of familiar topics. Writing: S/he will be able to write short, simple compositions relating to the matters in area of immediate needs. |
The aim of this course is to make students, who are Basic Users in the scope of Common European Framework of Reference, achieve A1 level, which is named as Breakthrough. |
Week | Subject | Related Preparation |
1) | Noun clauses. | Compiled Material |
2) | Adjective clauses. | Compiled Material |
3) | Classification of adjectives. | Compiled Material |
4) | Types of adverbs. | Compiled Material |
5) | Past tense. | Compiled Material |
6) | Past tense. | Compiled Material |
7) | Revision. | Compiled Material |
8) | Midterm Exam | |
9) | Conjunctions. | Compiled Material |
10) | Future Tense. | Compiled Material |
11) | Future Tense. | Compiled Material |
12) | Conjugations. | Compiled Material |
13) | Definitions. | Compiled Material |
14) | Descriptions. | Compiled Material |
Course Notes / Textbooks: | |
References: |
Semester Requirements | Number of Activities | Level of Contribution |
Attendance | 1 | % 10 |
Application | 1 | % 15 |
Quizzes | 3 | % 15 |
Midterms | 1 | % 20 |
Final | 1 | % 40 |
Total | % 100 | |
PERCENTAGE OF SEMESTER WORK | % 60 | |
PERCENTAGE OF FINAL WORK | % 40 | |
Total | % 100 |
Activities | Number of Activities | Duration (Hours) | Workload |
Course Hours | 14 | 3 | 42 |
Application | 1 | 2 | 2 |
Study Hours Out of Class | 14 | 1 | 14 |
Quizzes | 3 | 6 | 18 |
Midterms | 1 | 10 | 10 |
Final | 1 | 10 | 10 |
Total Workload | 96 |
No Effect | 1 Lowest | 2 Low | 3 Average | 4 High | 5 Highest |
Program Outcomes | Level of Contribution | |
1) | Comprehend the conceptual importance of the game in the field of communication, ability to implement the player centered application to provide design. | |
2) | Analyze, synthesize, and evaluate information and ideas from various perspectives. | |
3) | Analyze the key elements that make up specific game genres, forms of interactions, mode of narratives and understand how they are employed effectively to create a successful game. | |
4) | Understand game design theories and methods as well as implement them during game development; to make enjoyable, attractive, instructional and immersive according to the target audience. | |
5) | Understand the technology and computational principles involved in developing games and master the use of game engines. | |
6) | Understand the process of creation and use of 2D and 3D assets and animation for video games. | |
7) | Understand and master the theories and methodologies of understanding and measuring player experience and utilize them during game development process. | |
8) | Comprehend and master how ideas, concepts and topics are conveyed via games followed by the utilization of these aspects during the development process. | |
9) | Manage the game design and development process employing complete documentation; following the full game production pipeline via documentation. | |
10) | Understand and employ the structure and work modes of game development teams; comprehend the responsibilities of team members and collaborations between them while utilizing this knowledge in practice. | |
11) | Understand the process of game publishing within industry standards besides development and utilize this knowledge practice. | |
12) | Pitching a video game to developers, publishers, and players; mastering the art of effectively communicating and marketing the features and commercial potential of new ideas, concepts or games. |